#include "EnemyStatic.h"


CEnemyStatic::CEnemyStatic()
{
}


CEnemyStatic::~CEnemyStatic()
{
	UnloadContent();
}

void CEnemyStatic::LoadContent(LPD3DXSPRITE spriteHandler)
{/*
	mX = 50;
	mY = GROUND_Y;

	mVx = 0;
	mVxLast = 1.0f;
	mVy = 0;

	mpEnemyStatic = new CSprite(spriteHandler, ENEMY_STATIC_IMAGE, 10, 5);*/
}

void CEnemyStatic::Input()
{
}

void CEnemyStatic::Update(int gameTime)
{
	//mX += mVx * gameTime;
	//mY += mVy * gameTime;

	//if (mVx > 0) mpEnemyStatic->Next();
	////if (mVx < 0) mpKittyLeft->Next();

	//// Simulate fall down
	//if (mY < GROUND_Y) mVy += 0.5f;
	//else
	//{
	//	mY = GROUND_Y;
	//	mVy = 0;
	//}
}

void CEnemyStatic::Render()
{
	/*if (mVx > 0)
		mpKittyRight->Render(mX, mY);
	else
		if (mVx < 0)
			mpKittyLeft->Render(mX, mY);
		else
			if (mVxLast < 0)
				mpKittyLeft->Render(mX, mY);
			else
				mpKittyRight->Render(mX, mY);*/
}

void CEnemyStatic::UnloadContent()
{
	/*delete mpKittyLeft;
	delete mpKittyRight;*/
}
